diff --git a/doc/classes/ShapeCast.xml b/doc/classes/ShapeCast.xml new file mode 100644 index 00000000000..fa1afff7624 --- /dev/null +++ b/doc/classes/ShapeCast.xml @@ -0,0 +1,170 @@ + + + + Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast] node. + + + Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons). + Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area] nodes, and when using the signals creates unnecessary complexity. + The node can detect multiple collision objects, but it's usually used to detect the first collision. + [b]Note:[/b] Shape casting is more computationally expensive compared to ray casting. + + + + + + + + + Adds a collision exception so the shape does not report collisions with the specified [CollisionObject] node. + + + + + + + Adds a collision exception so the shape does not report collisions with the specified [RID]. + + + + + + Removes all collision exceptions for this [ShapeCast]. + + + + + + Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state. + [b]Note:[/b] [code]enabled[/code] is not required for this to work. + + + + + + The fraction from the [ShapeCast]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision. + + + + + + The fraction from the [ShapeCast]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision. + + + + + + + Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + + + + + + + Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + + + + + + The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods. + + + + + + + Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32. + + + + + + + Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object. + + + + + + + Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object. + [b]Note:[/b] this point is in the [b]global[/b] coordinate system. + + + + + + Returns whether any object is intersecting with the shape's vector (considering the vector length). + + + + + + + Removes a collision exception so the shape does report collisions with the specified [CollisionObject] node. + + + + + + + Removes a collision exception so the shape does report collisions with the specified [RID]. + + + + + + + This method is used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified. + + + + + + + + Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32. + + + + + + If [code]true[/code], collision with [Area]s will be reported. + + + If [code]true[/code], collision with [PhysicsBody]s will be reported. + + + The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + + + Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState.get_rest_info] method. + + + The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [ShapeCast] is colliding with something. + If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used. + + + If [code]true[/code], collisions will be reported. + + + If [code]true[/code], the parent node will be excluded from collision detection. + + + The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision. + + + The number of intersections can be limited with this parameter, to reduce the processing time. + + + The [Shape] to be used for collision queries. + + + The shape's destination point, relative to this node's [code]position[/code]. + + + + + diff --git a/doc/classes/ShapeCast2D.xml b/doc/classes/ShapeCast2D.xml new file mode 100644 index 00000000000..9e996da730e --- /dev/null +++ b/doc/classes/ShapeCast2D.xml @@ -0,0 +1,159 @@ + + + + Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast2D] node. + + + Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons). + Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area2D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area2D] nodes, and when using the signals creates unnecessary complexity. + The node can detect multiple collision objects, but it's usually used to detect the first collision. + [b]Note:[/b] Shape casting is more computationally expensive compared to ray casting. + + + + + + + + + Adds a collision exception so the shape does not report collisions with the specified [CollisionObject2D] node. + + + + + + + Adds a collision exception so the shape does not report collisions with the specified [RID]. + + + + + + Removes all collision exceptions for this shape. + + + + + + Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state. + [b]Note:[/b] [code]enabled[/code] is not required for this to work. + + + + + + The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision. + + + + + + The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision. + + + + + + + Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + + + + + + + Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + + + + + + The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods. + + + + + + + Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32. + + + + + + + Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object. + + + + + + + Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object. + [b]Note:[/b] this point is in the [b]global[/b] coordinate system. + + + + + + Returns whether any object is intersecting with the shape's vector (considering the vector length). + + + + + + + Removes a collision exception so the shape does report collisions with the specified [CollisionObject2D] node. + + + + + + + Removes a collision exception so the shape does report collisions with the specified [RID]. + + + + + + + + Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32. + + + + + + If [code]true[/code], collision with [Area2D]s will be reported. + + + If [code]true[/code], collision with [PhysicsBody2D]s will be reported. + + + The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. + + + Returns the complete collision information from the collision sweep. The data returned is the same as in the [method Physics2DDirectSpaceState.get_rest_info] method. + + + If [code]true[/code], collisions will be reported. + + + If [code]true[/code], the parent node will be excluded from collision detection. + + + The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision. + + + The number of intersections can be limited with this parameter, to reduce the processing time. + + + The [Shape2D]-derived shape to be used for collision queries. + + + The shape's destination point, relative to this node's [code]position[/code]. + + + + + diff --git a/editor/icons/icon_shape_cast.svg b/editor/icons/icon_shape_cast.svg new file mode 100644 index 00000000000..c9f24a59b4b --- /dev/null +++ b/editor/icons/icon_shape_cast.svg @@ -0,0 +1 @@ + diff --git a/editor/icons/icon_shape_cast_2d.svg b/editor/icons/icon_shape_cast_2d.svg new file mode 100644 index 00000000000..36065705b08 --- /dev/null +++ b/editor/icons/icon_shape_cast_2d.svg @@ -0,0 +1 @@ + diff --git a/editor/plugins/spatial_editor_plugin.cpp b/editor/plugins/spatial_editor_plugin.cpp index ee43dcaddbf..dd11411ff4a 100644 --- a/editor/plugins/spatial_editor_plugin.cpp +++ b/editor/plugins/spatial_editor_plugin.cpp @@ -6494,6 +6494,7 @@ void SpatialEditor::_register_all_gizmos() { add_gizmo_plugin(Ref(memnew(SkeletonSpatialGizmoPlugin))); add_gizmo_plugin(Ref(memnew(Position3DSpatialGizmoPlugin))); add_gizmo_plugin(Ref(memnew(RayCastSpatialGizmoPlugin))); + add_gizmo_plugin(Ref(memnew(ShapeCastGizmoPlugin))); add_gizmo_plugin(Ref(memnew(SpringArmSpatialGizmoPlugin))); add_gizmo_plugin(Ref(memnew(VehicleWheelSpatialGizmoPlugin))); add_gizmo_plugin(Ref(memnew(VisibilityNotifierGizmoPlugin))); diff --git a/editor/spatial_editor_gizmos.cpp b/editor/spatial_editor_gizmos.cpp index e19f1f6a9eb..466ce80ff46 100644 --- a/editor/spatial_editor_gizmos.cpp +++ b/editor/spatial_editor_gizmos.cpp @@ -51,6 +51,7 @@ #include "scene/3d/ray_cast.h" #include "scene/3d/reflection_probe.h" #include "scene/3d/room.h" +#include "scene/3d/shape_cast.h" #include "scene/3d/soft_body.h" #include "scene/3d/spring_arm.h" #include "scene/3d/sprite_3d.h" @@ -2001,6 +2002,44 @@ void RayCastSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) { ///// +ShapeCastGizmoPlugin::ShapeCastGizmoPlugin() { + const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape"); + create_material("shape_material", gizmo_color); + const float gizmo_value = gizmo_color.get_v(); + const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65); + create_material("shape_material_disabled", gizmo_color_disabled); +} + +bool ShapeCastGizmoPlugin::has_gizmo(Spatial *p_spatial) { + return Object::cast_to(p_spatial) != nullptr; +} + +String ShapeCastGizmoPlugin::get_name() const { + return "ShapeCast"; +} + +int ShapeCastGizmoPlugin::get_priority() const { + return -1; +} + +void ShapeCastGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) { + ShapeCast *shapecast = Object::cast_to(p_gizmo->get_spatial_node()); + + p_gizmo->clear(); + + const Ref material = shapecast->is_enabled() ? shapecast->get_debug_material() : get_material("shape_material_disabled"); + + p_gizmo->add_lines(shapecast->get_debug_line_vertices(), material); + + if (shapecast->get_shape().is_valid()) { + p_gizmo->add_lines(shapecast->get_debug_shape_vertices(), material); + } + + p_gizmo->add_collision_segments(shapecast->get_debug_line_vertices()); +} + +///// + void SpringArmSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) { SpringArm *spring_arm = Object::cast_to(p_gizmo->get_spatial_node()); diff --git a/editor/spatial_editor_gizmos.h b/editor/spatial_editor_gizmos.h index db3788c8045..cda5f2b1062 100644 --- a/editor/spatial_editor_gizmos.h +++ b/editor/spatial_editor_gizmos.h @@ -190,6 +190,18 @@ public: RayCastSpatialGizmoPlugin(); }; +class ShapeCastGizmoPlugin : public EditorSpatialGizmoPlugin { + GDCLASS(ShapeCastGizmoPlugin, EditorSpatialGizmoPlugin); + +public: + bool has_gizmo(Spatial *p_spatial); + String get_name() const; + int get_priority() const; + void redraw(EditorSpatialGizmo *p_gizmo); + + ShapeCastGizmoPlugin(); +}; + class SpringArmSpatialGizmoPlugin : public EditorSpatialGizmoPlugin { GDCLASS(SpringArmSpatialGizmoPlugin, EditorSpatialGizmoPlugin); diff --git a/scene/2d/shape_cast_2d.cpp b/scene/2d/shape_cast_2d.cpp new file mode 100644 index 00000000000..560f23a1f83 --- /dev/null +++ b/scene/2d/shape_cast_2d.cpp @@ -0,0 +1,460 @@ +/*************************************************************************/ +/* shape_cast_2d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "shape_cast_2d.h" + +#include "core/core_string_names.h" +#include "core/engine.h" +#include "scene/2d/collision_object_2d.h" +#include "scene/2d/physics_body_2d.h" +#include "scene/resources/circle_shape_2d.h" +#include "servers/physics_2d_server.h" + +void ShapeCast2D::set_target_position(const Vector2 &p_point) { + target_position = p_point; + if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) { + update(); + } +} + +Vector2 ShapeCast2D::get_target_position() const { + return target_position; +} + +void ShapeCast2D::set_margin(real_t p_margin) { + margin = p_margin; +} + +real_t ShapeCast2D::get_margin() const { + return margin; +} + +void ShapeCast2D::set_max_results(int p_max_results) { + max_results = p_max_results; +} + +int ShapeCast2D::get_max_results() const { + return max_results; +} + +void ShapeCast2D::set_collision_mask(uint32_t p_mask) { + collision_mask = p_mask; +} + +uint32_t ShapeCast2D::get_collision_mask() const { + return collision_mask; +} + +void ShapeCast2D::set_collision_mask_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t mask = get_collision_mask(); + if (p_value) { + mask |= 1 << (p_layer_number - 1); + } else { + mask &= ~(1 << (p_layer_number - 1)); + } + set_collision_mask(mask); +} + +bool ShapeCast2D::get_collision_mask_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_mask() & (1 << (p_layer_number - 1)); +} + +int ShapeCast2D::get_collision_count() const { + return result.size(); +} + +bool ShapeCast2D::is_colliding() const { + return collided; +} + +Object *ShapeCast2D::get_collider(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found."); + + if (result[p_idx].collider_id == 0) { + return nullptr; + } + return ObjectDB::get_instance(result[p_idx].collider_id); +} + +int ShapeCast2D::get_collider_shape(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found."); + return result[p_idx].shape; +} + +Vector2 ShapeCast2D::get_collision_point(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision point found."); + return result[p_idx].point; +} + +Vector2 ShapeCast2D::get_collision_normal(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision normal found."); + return result[p_idx].normal; +} + +real_t ShapeCast2D::get_closest_collision_safe_fraction() const { + return collision_safe_fraction; +} + +real_t ShapeCast2D::get_closest_collision_unsafe_fraction() const { + return collision_unsafe_fraction; +} + +void ShapeCast2D::set_enabled(bool p_enabled) { + enabled = p_enabled; + update(); + if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(p_enabled); + } + if (!p_enabled) { + collided = false; + } +} + +bool ShapeCast2D::is_enabled() const { + return enabled; +} + +void ShapeCast2D::set_shape(const Ref &p_shape) { + shape = p_shape; + if (p_shape.is_valid()) { + shape->connect(CoreStringNames::get_singleton()->changed, this, "_redraw_shape"); + shape_rid = shape->get_rid(); + } + update_configuration_warning(); + update(); +} + +Ref ShapeCast2D::get_shape() const { + return shape; +} + +void ShapeCast2D::set_exclude_parent_body(bool p_exclude_parent_body) { + if (exclude_parent_body == p_exclude_parent_body) { + return; + } + exclude_parent_body = p_exclude_parent_body; + + if (!is_inside_tree()) { + return; + } + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } +} + +bool ShapeCast2D::get_exclude_parent_body() const { + return exclude_parent_body; +} + +void ShapeCast2D::_redraw_shape() { + update(); +} + +void ShapeCast2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + if (enabled && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(true); + } else { + set_physics_process_internal(false); + } + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } + } break; + + case NOTIFICATION_EXIT_TREE: { + if (enabled) { + set_physics_process_internal(false); + } + } break; + + case NOTIFICATION_DRAW: { +#ifdef TOOLS_ENABLED + ERR_FAIL_COND(!is_inside_tree()); + if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { + break; + } + if (shape.is_null()) { + break; + } + Color draw_col = get_tree()->get_debug_collisions_color(); + if (!enabled) { + float g = draw_col.get_v(); + draw_col.r = g; + draw_col.g = g; + draw_col.b = g; + } + // Draw continuous chain of shapes along the cast. + const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4); + for (int i = 0; i <= steps; ++i) { + Vector2 t = (real_t(i) / steps) * target_position; + draw_set_transform(t, 0.0, Size2(1, 1)); + shape->draw(get_canvas_item(), draw_col); + } + draw_set_transform(Vector2(), 0.0, Size2(1, 1)); + + // Draw an arrow indicating where the ShapeCast is pointing to. + if (target_position != Vector2()) { + Transform2D xf; + xf.rotate(target_position.angle()); + xf.translate(Vector2(target_position.length(), 0)); + + draw_line(Vector2(), target_position, draw_col, 2); + + float tsize = 8; + + Vector pts; + pts.push_back(xf.xform(Vector2(tsize, 0))); + pts.push_back(xf.xform(Vector2(0, Math_SQRT12 * tsize))); + pts.push_back(xf.xform(Vector2(0, -Math_SQRT12 * tsize))); + + Vector cols; + cols.push_back(draw_col); + cols.push_back(draw_col); + cols.push_back(draw_col); + + draw_primitive(pts, cols, Vector()); + } +#endif + } break; + + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + if (!enabled) { + break; + } + _update_shapecast_state(); + } break; + } +} + +void ShapeCast2D::_update_shapecast_state() { + result.clear(); + + ERR_FAIL_COND_MSG(shape.is_null(), "Invalid shape."); + + Ref w2d = get_world_2d(); + ERR_FAIL_COND(w2d.is_null()); + + Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(w2d->get_space()); + ERR_FAIL_COND(!dss); + + Transform2D gt = get_global_transform(); + + collision_safe_fraction = 0.0; + collision_unsafe_fraction = 0.0; + + if (target_position != Vector2()) { + dss->cast_motion(shape_rid, gt, target_position, margin, collision_safe_fraction, collision_unsafe_fraction, exclude, collision_mask, collide_with_bodies, collide_with_areas); + if (collision_unsafe_fraction < 1.0) { + // Move shape transform to the point of impact, + // so we can collect contact info at that point. + gt.set_origin(gt.get_origin() + target_position * (collision_unsafe_fraction + CMP_EPSILON)); + } + } + + // Regardless of whether the shape is stuck or it's moved along + // the motion vector, we'll only consider static collisions from now on. + Set intersected_objects = exclude; + bool intersected = true; + while (intersected && result.size() < max_results) { + Physics2DDirectSpaceState::ShapeRestInfo info; + intersected = dss->rest_info(shape_rid, gt, target_position, margin, &info, exclude, collision_mask, collide_with_bodies, collide_with_areas); + if (intersected) { + result.push_back(info); + intersected_objects.insert(info.rid); + } + } + collided = !result.empty(); +} + +void ShapeCast2D::force_shapecast_update() { + _update_shapecast_state(); +} + +void ShapeCast2D::add_exception_rid(const RID &p_rid) { + exclude.insert(p_rid); +} + +void ShapeCast2D::add_exception(const Object *p_object) { + ERR_FAIL_NULL(p_object); + const CollisionObject2D *co = Object::cast_to(p_object); + if (!co) { + return; + } + add_exception_rid(co->get_rid()); +} + +void ShapeCast2D::remove_exception_rid(const RID &p_rid) { + exclude.erase(p_rid); +} + +void ShapeCast2D::remove_exception(const Object *p_object) { + ERR_FAIL_NULL(p_object); + const CollisionObject2D *co = Object::cast_to(p_object); + if (!co) { + return; + } + remove_exception_rid(co->get_rid()); +} + +void ShapeCast2D::clear_exceptions() { + exclude.clear(); +} + +void ShapeCast2D::set_collide_with_areas(bool p_clip) { + collide_with_areas = p_clip; +} + +bool ShapeCast2D::is_collide_with_areas_enabled() const { + return collide_with_areas; +} + +void ShapeCast2D::set_collide_with_bodies(bool p_clip) { + collide_with_bodies = p_clip; +} + +bool ShapeCast2D::is_collide_with_bodies_enabled() const { + return collide_with_bodies; +} + +Array ShapeCast2D::_get_collision_result() const { + Array ret; + + for (int i = 0; i < result.size(); ++i) { + const Physics2DDirectSpaceState::ShapeRestInfo &sri = result[i]; + + Dictionary col; + col["point"] = sri.point; + col["normal"] = sri.normal; + col["rid"] = sri.rid; + col["collider"] = ObjectDB::get_instance(sri.collider_id); + col["collider_id"] = sri.collider_id; + col["shape"] = sri.shape; + col["linear_velocity"] = sri.linear_velocity; + + ret.push_back(col); + } + return ret; +} + +String ShapeCast2D::get_configuration_warning() const { + String warning = Node2D::get_configuration_warning(); + + if (shape.is_null()) { + if (warning != String()) { + warning += "\n\n"; + } + warning += TTR("This node cannot interact with other objects unless a Shape2D is assigned."); + } + + return warning; +} + +void ShapeCast2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast2D::set_enabled); + ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast2D::is_enabled); + + ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast2D::set_shape); + ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast2D::get_shape); + + ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast2D::set_target_position); + ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast2D::get_target_position); + + ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast2D::set_margin); + ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast2D::get_margin); + + ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast2D::set_max_results); + ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast2D::get_max_results); + + ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast2D::is_colliding); + ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast2D::get_collision_count); + + ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast2D::force_shapecast_update); + + ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast2D::get_collider); + ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast2D::get_collider_shape); + ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast2D::get_collision_point); + ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast2D::get_collision_normal); + + ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast2D::get_closest_collision_safe_fraction); + ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast2D::get_closest_collision_unsafe_fraction); + + ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast2D::add_exception_rid); + ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast2D::add_exception); + + ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast2D::remove_exception_rid); + ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast2D::remove_exception); + + ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast2D::clear_exceptions); + + ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast2D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast2D::get_collision_mask); + + ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast2D::set_collision_mask_value); + ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast2D::get_collision_mask_value); + + ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast2D::set_exclude_parent_body); + ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast2D::get_exclude_parent_body); + + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast2D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast2D::is_collide_with_areas_enabled); + + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast2D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast2D::is_collide_with_bodies_enabled); + + ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast2D::_get_collision_result); + + ClassDB::bind_method(D_METHOD("_redraw_shape"), &ShapeCast2D::_redraw_shape); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE), "set_target_position", "get_target_position"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_SCRIPT_VARIABLE), "", "_get_collision_result"); + ADD_GROUP("Collide With", "collide_with"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); +} diff --git a/scene/2d/shape_cast_2d.h b/scene/2d/shape_cast_2d.h new file mode 100644 index 00000000000..175ffa88bd9 --- /dev/null +++ b/scene/2d/shape_cast_2d.h @@ -0,0 +1,123 @@ +/*************************************************************************/ +/* shape_cast_2d.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef SHAPE_CAST_2D_H +#define SHAPE_CAST_2D_H + +#include "scene/2d/node_2d.h" +#include "scene/resources/shape_2d.h" +#include "scene/resources/world_2d.h" + +class CollisionObject2D; + +class ShapeCast2D : public Node2D { + GDCLASS(ShapeCast2D, Node2D); + + bool enabled = true; + + Ref shape; + RID shape_rid; + Vector2 target_position = Vector2(0, 50); + + Set exclude; + real_t margin = 0.0; + uint32_t collision_mask = 1; + bool exclude_parent_body = true; + bool collide_with_areas = false; + bool collide_with_bodies = true; + + // Result + int max_results = 32; + Vector result; + bool collided = false; + real_t collision_safe_fraction = 1.0; + real_t collision_unsafe_fraction = 1.0; + + Array _get_collision_result() const; + void _redraw_shape(); + +protected: + void _notification(int p_what); + void _update_shapecast_state(); + static void _bind_methods(); + +public: + void set_collide_with_areas(bool p_clip); + bool is_collide_with_areas_enabled() const; + + void set_collide_with_bodies(bool p_clip); + bool is_collide_with_bodies_enabled() const; + + void set_enabled(bool p_enabled); + bool is_enabled() const; + + void set_shape(const Ref &p_shape); + Ref get_shape() const; + + void set_target_position(const Vector2 &p_point); + Vector2 get_target_position() const; + + void set_margin(real_t p_margin); + real_t get_margin() const; + + void set_max_results(int p_max_results); + int get_max_results() const; + + void set_collision_mask(uint32_t p_mask); + uint32_t get_collision_mask() const; + + void set_collision_mask_value(int p_layer_number, bool p_value); + bool get_collision_mask_value(int p_layer_number) const; + + void set_exclude_parent_body(bool p_exclude_parent_body); + bool get_exclude_parent_body() const; + + void force_shapecast_update(); + bool is_colliding() const; + + int get_collision_count() const; + Object *get_collider(int p_idx) const; + int get_collider_shape(int p_idx) const; + Vector2 get_collision_point(int p_idx) const; + Vector2 get_collision_normal(int p_idx) const; + + real_t get_closest_collision_safe_fraction() const; + real_t get_closest_collision_unsafe_fraction() const; + + void add_exception_rid(const RID &p_rid); + void add_exception(const Object *p_object); + void remove_exception_rid(const RID &p_rid); + void remove_exception(const Object *p_object); + void clear_exceptions(); + + virtual String get_configuration_warning() const; +}; + +#endif // SHAPE_CAST_2D_H diff --git a/scene/3d/shape_cast.cpp b/scene/3d/shape_cast.cpp new file mode 100644 index 00000000000..06f795d1276 --- /dev/null +++ b/scene/3d/shape_cast.cpp @@ -0,0 +1,632 @@ +/*************************************************************************/ +/* shape_cast.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "shape_cast.h" + +#include "collision_object.h" +#include "core/engine.h" +#include "mesh_instance.h" +#include "scene/resources/concave_polygon_shape.h" + +void ShapeCast::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + if (Engine::get_singleton()->is_editor_hint()) { + _update_debug_shape_vertices(); + } + if (enabled && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(true); + } else { + set_physics_process_internal(false); + } + + if (get_tree()->is_debugging_collisions_hint()) { + _update_debug_shape(); + } + + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } + } break; + + case NOTIFICATION_EXIT_TREE: { + if (enabled) { + set_physics_process_internal(false); + } + + if (debug_shape) { + _clear_debug_shape(); + } + } break; + + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + if (!enabled) { + break; + } + + bool prev_collision_state = collided; + _update_shapecast_state(); + if (get_tree()->is_debugging_collisions_hint()) { + if (prev_collision_state != collided) { + _update_debug_shape_material(true); + } + if (collided) { + _update_debug_shape(); + } + if (prev_collision_state == collided && !collided) { + _update_debug_shape(); + } + } + } break; + } +} + +void ShapeCast::_bind_methods() { + ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast::resource_changed); + + ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast::set_enabled); + ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast::is_enabled); + + ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast::set_shape); + ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast::get_shape); + + ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast::set_target_position); + ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast::get_target_position); + + ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast::set_margin); + ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast::get_margin); + + ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast::set_max_results); + ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast::get_max_results); + + ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast::is_colliding); + ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast::get_collision_count); + + ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast::force_shapecast_update); + + ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast::get_collider); + ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast::get_collider_shape); + ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast::get_collision_point); + ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast::get_collision_normal); + + ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast::get_closest_collision_safe_fraction); + ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast::get_closest_collision_unsafe_fraction); + + ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast::add_exception_rid); + ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast::add_exception); + + ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast::remove_exception_rid); + ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast::remove_exception); + + ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast::clear_exceptions); + + ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast::get_collision_mask); + + ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast::set_collision_mask_value); + ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast::get_collision_mask_value); + + ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast::set_exclude_parent_body); + ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast::get_exclude_parent_body); + + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast::is_collide_with_areas_enabled); + + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast::is_collide_with_bodies_enabled); + + ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast::_get_collision_result); + + ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast::set_debug_shape_custom_color); + ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast::get_debug_shape_custom_color); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape"), "set_shape", "get_shape"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE), "set_target_position", "get_target_position"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_SCRIPT_VARIABLE), "", "_get_collision_result"); + + ADD_GROUP("Collide With", "collide_with"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); + + ADD_GROUP("Debug Shape", "debug_shape"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color"); +} + +String ShapeCast::get_configuration_warning() const { + String warning = Spatial::get_configuration_warning(); + + if (shape.is_null()) { + if (warning != String()) { + warning += "\n\n"; + } + warning += TTR("This node cannot interact with other objects unless a Shape is assigned."); + } + + if (shape.is_valid() && Object::cast_to(*shape)) { + if (warning != String()) { + warning += "\n\n"; + } + warning += TTR("ShapeCast does not support ConcavePolygonShapes. Collisions will not be reported."); + } + + return warning; +} + +void ShapeCast::set_enabled(bool p_enabled) { + enabled = p_enabled; + update_gizmo(); + + if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(p_enabled); + } + if (!p_enabled) { + collided = false; + } + + if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) { + if (p_enabled) { + _update_debug_shape(); + } else { + _clear_debug_shape(); + } + } +} + +bool ShapeCast::is_enabled() const { + return enabled; +} + +void ShapeCast::set_target_position(const Vector3 &p_point) { + target_position = p_point; + if (is_inside_tree()) { + _update_debug_shape(); + } + update_gizmo(); + + if (Engine::get_singleton()->is_editor_hint()) { + if (is_inside_tree()) { + _update_debug_shape_vertices(); + } + } else if (debug_shape) { + _update_debug_shape(); + } +} + +Vector3 ShapeCast::get_target_position() const { + return target_position; +} + +void ShapeCast::set_margin(real_t p_margin) { + margin = p_margin; +} + +real_t ShapeCast::get_margin() const { + return margin; +} + +void ShapeCast::set_max_results(int p_max_results) { + max_results = p_max_results; +} + +int ShapeCast::get_max_results() const { + return max_results; +} + +void ShapeCast::set_collision_mask(uint32_t p_mask) { + collision_mask = p_mask; +} + +uint32_t ShapeCast::get_collision_mask() const { + return collision_mask; +} + +void ShapeCast::set_collision_mask_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t mask = get_collision_mask(); + if (p_value) { + mask |= 1 << (p_layer_number - 1); + } else { + mask &= ~(1 << (p_layer_number - 1)); + } + set_collision_mask(mask); +} + +bool ShapeCast::get_collision_mask_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_mask() & (1 << (p_layer_number - 1)); +} + +int ShapeCast::get_collision_count() const { + return result.size(); +} + +bool ShapeCast::is_colliding() const { + return collided; +} + +Object *ShapeCast::get_collider(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found."); + + if (result[p_idx].collider_id == 0) { + return nullptr; + } + return ObjectDB::get_instance(result[p_idx].collider_id); +} + +int ShapeCast::get_collider_shape(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found."); + return result[p_idx].shape; +} + +Vector3 ShapeCast::get_collision_point(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found."); + return result[p_idx].point; +} + +Vector3 ShapeCast::get_collision_normal(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found."); + return result[p_idx].normal; +} + +real_t ShapeCast::get_closest_collision_safe_fraction() const { + return collision_safe_fraction; +} + +real_t ShapeCast::get_closest_collision_unsafe_fraction() const { + return collision_unsafe_fraction; +} + +void ShapeCast::resource_changed(Ref p_res) { + if (is_inside_tree()) { + _update_debug_shape(); + } + update_gizmo(); +} + +void ShapeCast::set_shape(const Ref &p_shape) { + if (p_shape == shape) { + return; + } + if (!shape.is_null()) { + shape->unregister_owner(this); + } + shape = p_shape; + if (!shape.is_null()) { + shape->register_owner(this); + } + if (p_shape.is_valid()) { + shape_rid = shape->get_rid(); + } + + if (is_inside_tree()) { + _update_debug_shape(); + } + + update_gizmo(); + update_configuration_warning(); +} + +Ref ShapeCast::get_shape() const { + return shape; +} + +void ShapeCast::set_exclude_parent_body(bool p_exclude_parent_body) { + if (exclude_parent_body == p_exclude_parent_body) { + return; + } + exclude_parent_body = p_exclude_parent_body; + + if (!is_inside_tree()) { + return; + } + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } +} + +bool ShapeCast::get_exclude_parent_body() const { + return exclude_parent_body; +} + +void ShapeCast::_update_shapecast_state() { + result.clear(); + + ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast requires a Shape3D to sweep for collisions."); + + Ref w3d = get_world(); + ERR_FAIL_COND(w3d.is_null()); + + PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(w3d->get_space()); + ERR_FAIL_COND(!dss); + + Transform gt = get_global_transform(); + + collision_safe_fraction = 0.0; + collision_unsafe_fraction = 0.0; + + if (target_position != Vector3()) { + dss->cast_motion(shape_rid, gt, target_position, margin, collision_safe_fraction, collision_unsafe_fraction, exclude, collision_mask, collide_with_bodies, collide_with_areas); + if (collision_unsafe_fraction < 1.0) { + // Move shape transform to the point of impact, + // so we can collect contact info at that point. + gt.set_origin(gt.get_origin() + target_position * (collision_unsafe_fraction + CMP_EPSILON)); + } + } + + // Regardless of whether the shape is stuck or it's moved along + // the motion vector, we'll only consider static collisions from now on. + bool intersected = true; + Set intersected_objects = exclude; + while (intersected && result.size() < max_results) { + PhysicsDirectSpaceState::ShapeRestInfo info; + intersected = dss->rest_info(shape_rid, gt, margin, &info, intersected_objects, collision_mask, collide_with_bodies, collide_with_areas); + if (intersected) { + result.push_back(info); + intersected_objects.insert(info.rid); + } + } + collided = !result.empty(); +} + +void ShapeCast::force_shapecast_update() { + _update_shapecast_state(); +} + +void ShapeCast::add_exception_rid(const RID &p_rid) { + exclude.insert(p_rid); +} + +void ShapeCast::add_exception(const Object *p_object) { + ERR_FAIL_NULL(p_object); + const CollisionObject *co = Object::cast_to(p_object); + if (!co) { + return; + } + add_exception_rid(co->get_rid()); +} + +void ShapeCast::remove_exception_rid(const RID &p_rid) { + exclude.erase(p_rid); +} + +void ShapeCast::remove_exception(const Object *p_object) { + ERR_FAIL_NULL(p_object); + const CollisionObject *co = Object::cast_to(p_object); + if (!co) { + return; + } + remove_exception_rid(co->get_rid()); +} + +void ShapeCast::clear_exceptions() { + exclude.clear(); +} + +void ShapeCast::set_collide_with_areas(bool p_clip) { + collide_with_areas = p_clip; +} + +bool ShapeCast::is_collide_with_areas_enabled() const { + return collide_with_areas; +} + +void ShapeCast::set_collide_with_bodies(bool p_clip) { + collide_with_bodies = p_clip; +} + +bool ShapeCast::is_collide_with_bodies_enabled() const { + return collide_with_bodies; +} + +Array ShapeCast::_get_collision_result() const { + Array ret; + + for (int i = 0; i < result.size(); ++i) { + const PhysicsDirectSpaceState::ShapeRestInfo &sri = result[i]; + + Dictionary col; + col["point"] = sri.point; + col["normal"] = sri.normal; + col["rid"] = sri.rid; + col["collider"] = ObjectDB::get_instance(sri.collider_id); + col["collider_id"] = sri.collider_id; + col["shape"] = sri.shape; + col["linear_velocity"] = sri.linear_velocity; + + ret.push_back(col); + } + return ret; +} + +void ShapeCast::_update_debug_shape_vertices() { + debug_shape_vertices.clear(); + debug_line_vertices.clear(); + + if (!shape.is_null()) { + debug_shape_vertices.append_array(shape->get_debug_mesh_lines()); + for (int i = 0; i < debug_shape_vertices.size(); i++) { + debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction())); + } + } + + if (target_position == Vector3()) { + return; + } + + debug_line_vertices.push_back(Vector3()); + debug_line_vertices.push_back(target_position); +} + +const Vector &ShapeCast::get_debug_shape_vertices() const { + return debug_shape_vertices; +} + +const Vector &ShapeCast::get_debug_line_vertices() const { + return debug_line_vertices; +} + +void ShapeCast::set_debug_shape_custom_color(const Color &p_color) { + debug_shape_custom_color = p_color; + if (debug_material.is_valid()) { + _update_debug_shape_material(); + } +} + +Ref ShapeCast::get_debug_material() { + _update_debug_shape_material(); + return debug_material; +} + +const Color &ShapeCast::get_debug_shape_custom_color() const { + return debug_shape_custom_color; +} + +void ShapeCast::_create_debug_shape() { + _update_debug_shape_material(); + + Ref mesh = memnew(ArrayMesh); + + MeshInstance *mi = memnew(MeshInstance); + mi->set_mesh(mesh); + + add_child(mi); + debug_shape = mi; +} + +void ShapeCast::_update_debug_shape_material(bool p_check_collision) { + if (!debug_material.is_valid()) { + Ref material = memnew(SpatialMaterial); + debug_material = material; + + material->set_flag(SpatialMaterial::FLAG_UNSHADED, true); + material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); + // Use double-sided rendering so that the RayCast can be seen if the camera is inside. + material->set_cull_mode(SpatialMaterial::CULL_DISABLED); + } + + Color color = debug_shape_custom_color; + if (color == Color(0.0, 0.0, 0.0)) { + // Use the default debug shape color defined in the Project Settings. + color = get_tree()->get_debug_collisions_color(); + } + + if (p_check_collision && collided) { + if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) { + // If base color is already quite reddish, highlight collision with green color + color = Color(0.0, 1.0, 0.0, color.a); + } else { + // Else, highlight collision with red color + color = Color(1.0, 0, 0, color.a); + } + } + + Ref material = static_cast>(debug_material); + material->set_albedo(color); +} + +void ShapeCast::_update_debug_shape() { + if (!enabled) { + return; + } + + if (!debug_shape) { + _create_debug_shape(); + } + + _update_debug_shape_vertices(); + + if (Engine::get_singleton()->is_editor_hint()) { + return; + } + + MeshInstance *mi = static_cast(debug_shape); + Ref mesh = mi->get_mesh(); + if (!mesh.is_valid()) { + return; + } + + mesh->clear_surfaces(); + + Array a; + a.resize(Mesh::ARRAY_MAX); + + uint32_t flags = 0; + int surface_count = 0; + + if (!debug_shape_vertices.empty()) { + a[Mesh::ARRAY_VERTEX] = debug_shape_vertices; + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), flags); + mesh->surface_set_material(surface_count, debug_material); + ++surface_count; + } + + if (!debug_line_vertices.empty()) { + a[Mesh::ARRAY_VERTEX] = debug_line_vertices; + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), flags); + mesh->surface_set_material(surface_count, debug_material); + ++surface_count; + } +} + +void ShapeCast::_clear_debug_shape() { + if (!debug_shape) { + return; + } + + MeshInstance *mi = static_cast(debug_shape); + if (mi->is_inside_tree()) { + mi->queue_delete(); + } else { + memdelete(mi); + } + + debug_shape = nullptr; +} + +ShapeCast::~ShapeCast() { + if (!shape.is_null()) { + shape->unregister_owner(this); + } +} diff --git a/scene/3d/shape_cast.h b/scene/3d/shape_cast.h new file mode 100644 index 00000000000..30fedfcc9ba --- /dev/null +++ b/scene/3d/shape_cast.h @@ -0,0 +1,142 @@ +/*************************************************************************/ +/* shape_cast.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef SHAPE_CAST_H +#define SHAPE_CAST_H + +#include "scene/3d/spatial.h" +#include "scene/resources/shape.h" + +class ShapeCast : public Spatial { + GDCLASS(ShapeCast, Spatial); + + bool enabled = true; + void resource_changed(Ref p_res); + + Ref shape; + RID shape_rid; + Vector3 target_position = Vector3(0, -1, 0); + + Set exclude; + real_t margin = 0.0; + uint32_t collision_mask = 1; + bool exclude_parent_body = true; + bool collide_with_areas = false; + bool collide_with_bodies = true; + + Node *debug_shape = nullptr; + Ref debug_material; + Color debug_shape_custom_color = Color(0.0, 0.0, 0.0); + Vector debug_shape_vertices; + Vector debug_line_vertices; + + void _create_debug_shape(); + void _update_debug_shape(); + void _update_debug_shape_material(bool p_check_collision = false); + void _update_debug_shape_vertices(); + void _clear_debug_shape(); + + // Result + int max_results = 32; + Vector result; + bool collided = false; + real_t collision_safe_fraction = 1.0; + real_t collision_unsafe_fraction = 1.0; + + Array _get_collision_result() const; + + ~ShapeCast(); + +protected: + void _notification(int p_what); + void _update_shapecast_state(); + static void _bind_methods(); + +public: + void set_collide_with_areas(bool p_clip); + bool is_collide_with_areas_enabled() const; + + void set_collide_with_bodies(bool p_clip); + bool is_collide_with_bodies_enabled() const; + + void set_enabled(bool p_enabled); + bool is_enabled() const; + + void set_shape(const Ref &p_shape); + Ref get_shape() const; + + void set_target_position(const Vector3 &p_point); + Vector3 get_target_position() const; + + void set_margin(real_t p_margin); + real_t get_margin() const; + + void set_max_results(int p_max_results); + int get_max_results() const; + + void set_collision_mask(uint32_t p_mask); + uint32_t get_collision_mask() const; + + void set_collision_mask_value(int p_layer_number, bool p_value); + bool get_collision_mask_value(int p_layer_number) const; + + void set_exclude_parent_body(bool p_exclude_parent_body); + bool get_exclude_parent_body() const; + + const Color &get_debug_shape_custom_color() const; + void set_debug_shape_custom_color(const Color &p_color); + + const Vector &get_debug_shape_vertices() const; + const Vector &get_debug_line_vertices() const; + + Ref get_debug_material(); + + int get_collision_count() const; + Object *get_collider(int p_idx) const; + int get_collider_shape(int p_idx) const; + Vector3 get_collision_point(int p_idx) const; + Vector3 get_collision_normal(int p_idx) const; + + real_t get_closest_collision_safe_fraction() const; + real_t get_closest_collision_unsafe_fraction() const; + + void force_shapecast_update(); + bool is_colliding() const; + + void add_exception_rid(const RID &p_rid); + void add_exception(const Object *p_object); + void remove_exception_rid(const RID &p_rid); + void remove_exception(const Object *p_object); + void clear_exceptions(); + + virtual String get_configuration_warning() const; +}; + +#endif // SHAPE_CAST_H diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 2f300f2b764..7f75906e64b 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -62,6 +62,7 @@ #include "scene/2d/position_2d.h" #include "scene/2d/ray_cast_2d.h" #include "scene/2d/remote_transform_2d.h" +#include "scene/2d/shape_cast_2d.h" #include "scene/2d/skeleton_2d.h" #include "scene/2d/sprite.h" #include "scene/2d/tile_map.h" @@ -213,6 +214,7 @@ #include "scene/3d/room.h" #include "scene/3d/room_group.h" #include "scene/3d/room_manager.h" +#include "scene/3d/shape_cast.h" #include "scene/3d/skeleton.h" #include "scene/3d/soft_body.h" #include "scene/3d/spring_arm.h" @@ -490,6 +492,7 @@ void register_scene_types() { ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); + ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); @@ -610,6 +613,7 @@ void register_scene_types() { ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); + ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class();